If you synth for skillups then expect to have a net loss of money (be it a minor or big loss, dependent on skill range and particular craft) as the price you pay for skilling up. If you happen to break even or make money while skilling up, awesome, and of course aim for as much profit or as little loss as possible while skilling up, but accept that you'll generally lose money overall.
If you synth for profit, the general rule to abide by (there are a few exceptions, typically in the consumable market) is that NQs will be break even at best, and often a bit of a loss, and you make up the losses and end up with a net gain by HQs. Sometimes you get a lucky streak and pop out more HQs than average, sometimes the opposite. Throw in breaks for fun and frustration.
NQs *can* be profitable but it kinda requires that either there does not exist an HQ, or that the HQ is a ridiculously low chance and the NQ is desirable in itself, enough to pay a markup on the materials (for example, manteel).
Otherwise it's just a matter of watching market patterns, since prices (just like in the real stock market) tend to stay in the same range but rise and fall periodically like waves. Buy when they're low, and resell (or sell the similarly-priced thing they craft into) when they're high. And of course watch for game changes (such as items being moved to different - more common or more rare - sources, or items being in higher demand due to a new event or a new synth or something) that will have a more immediate and significant effect on prices. Such as Light Ore at the moment.
Not quite sure *why* you made those and are so very upset at the thought of losing money as a result, but the general explanation is above. If you were skilling up, them's the price. If you weren't, then it apparently wasn't the smartest of profit synths in the first place.
